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D3DXVec3UnprojectArray function

Projects an array (x, y, z, 0) from screen space into object space.

Syntax


D3DXVECTOR3* D3DXVec3UnprojectArray(
  _Inout_  D3DXVECTOR3 *pOut,
  _In_     UINT OutStride,
  _In_     const D3DXVECTOR3 *pV,
  _In_     UINT VStride,
  _In_     const D3D10_VIEWPORT *pViewport,
  _In_     const D3DXMATRIX *pProjection,
  _In_     const D3DXMATRIX *pView,
  _In_     const D3DXMATRIX *pWorld,
  _In_     UINT n
);

Parameters

pOut [in, out]

Type: D3DXVECTOR3*

Pointer to the D3DXVECTOR3 that is the result of the operation.

OutStride [in]

Type: UINT

Stride between vectors in the output data stream.

pV [in]

Type: const D3DXVECTOR3*

Pointer to the source D3DXVECTOR3 structure.

VStride [in]

Type: UINT

Stride between vectors in the input data stream.

pViewport [in]

Type: const D3D10_VIEWPORT*

Pointer to a D3D10_VIEWPORT, representing the viewport.

pProjection [in]

Type: const D3DXMATRIX*

Pointer to a D3DXMATRIX structure, representing the projection matrix.

pView [in]

Type: const D3DXMATRIX*

Pointer to a D3DXMATRIX structure, representing the view matrix.

pWorld [in]

Type: const D3DXMATRIX*

Pointer to a D3DXMATRIX structure, representing the world matrix.

n [in]

Type: UINT

Number of elements in the array.

Return value

Type: D3DXVECTOR3*

Pointer to a D3DXVECTOR3 structure that is the array projected from screen space to object space.

Remarks

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXVec3Unproject function can be used as a parameter for another function.

Requirements

Header

D3DX10Math.h

See also

Math Functions

 

 

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